Hopefully you stuck around until the end for the final renders, comparisons, and benchmarks! Did the results surprise you? And what will you do with that emission node trick? :D
I saw that you are using default color space for normal and specular map, but as far as i know you need to set color space to non-color for all the maps except the diffuse map for the maps to work correctly
@@Mark-lr9pb ctrl+t with image texture selected gives mapping and texture coordinates nodes. ctrl + t with nothing selected give IMG texture + mapping + texture coordinates. CTRL + Shift + T with the Principled BSDF will automatically set up all the textures required. you just need to locate the textures
@@JaKlaro ctrl+t with image texture selected gives mapping and texture coordinates nodes. ctrl + t with nothing selected give IMG texture + mapping + texture coordinates. CTRL + Shift + T with the Principled BSDF will automatically set up all the textures required. you just need to locate the textures
@@spaceman-pe5je So the user wouldn't have to make that extra step, which should be all automatic. Blender, If it's a grayscale image, used to feed roughness value, read is as so, don't make me tell you obvious things!
@@pauliusmscichauskas558 the issue is that one does not always feed a grayscale image into a roughness input. one could have a grayscale image that goes through many other nodes before going into the shader input, or it could be multiple images mixed together, etc. other programs require the same thing of specifying sRGB, non color etc. its a non issue.
In blender, you can quickly set up the node tree by enabling the "node wrangler" add-on, selecting the "Principled BSDF" node, Ctrl-Shift-T, and then selecting all textures (base, normal, bump...) at once. This should fully set up the tree automatically
**Important Note!!** When you use Normal Maps in Blender: On the Image Texture node, make sure you set the texture color space to "Non-Color", not "sRGB", so that your normal map data is interpreted as data, and not as sRGB colour data. sRGB colour space transformation applied to a normal map will totally screw with your normal maps. You should do this for all texture nodes that are communicating data and not colour.
Easyer texture import: enable node wrangler (everyone should use it) and select a shader. With strg + shift + T you yjust select all the maps you want and the add on conects everything vor you.
Nice video , but you really should do some things Turn on ambient occlusion and screen space reflection on eevee render settings , that would give a lot and a loooot better result Turn on adaptive sampling on cycpes render settings , that would cut your render time the half maybe , will reduce a lot , really like your content, thanks
If you turn on the node wrangler addon in blender, when adding textures to the shader you can just select the bsdf shader, press ctrl+shift+T and in the file window that pops up shift+select all of the textures you want and hit apply and it sets them all up correctly for you, then you js have to tweak it to your preference.
Oh and on Windows the blender Temp folder (tmp) is right on the C: drive by default not in any directory, just C:\tmp or however you are meant to present it
9:36 You can use the Emission from the Principled BSDF, just connect a [RGB node] and a [Value node] -> to a [MixRGB] node, put the MixRGB node to Multiply and set Fac to a value of 1. In Blender 2.92 + they have added a Emission Strenght field.
Calling Arnold just a "good" renderer is a huge understatement. There is a reason, why it's used in the industry and it's production proven. And there are literally 4 settings you have to adjust. Diffuse Samples, Reflection Samples, Refraction Samples and SSS samples.
wade, if you enabled node wrangler addon and tab shift+ctrl+t in the shader editor with principled selected. When windows pops up you only need to select all textures that your shader are made of. And blender configures all for you
Sir Wade I use Blender and the thing I found out is blender is great for Modelling, Sculpting, Rendering and Maybe Texturing and Maybe Lighting but Maya is great like one of the best for animation. Cause even thought I love blender I would love to get Maya for animation but I cant afford it and my computer is too slow to handle it. Anyways an amazing video as always love your vids
Blender just announced they are going to add that animation cache stuff in 2021, it's so weird every time I get to know something very important is still missing from blender, but I'm very happy they are catching up.
For importing Specular maps, Normal maps and all that kind of stuff, press CTRL + SHIFT + T (Node Wrangler Addon must be enabled) and select all the images in the file manager that opened up. The Node Wrangler Addon will take care of the rest. You might need to tweak the intensity of the Normal map or stuff like that.
5:50 Blender Interface > Edit > Preferences > Add-Ons > Search ( Node Wrangler ) > Check Box > Select the part you want to apply the texture to > shading > new material > select principled BSDF > Ctrl + Shift + T > select all the textures associated with the body part you select > Enter Congratulations, you just saved 2 minutes of your time to 5 seconds
needed this! i quite like arnold as a renderer but it is pretty slow especially on my machine so i've been looking to switch to cycles/eevee for rendering
I was scratching my head on how to get the data from Maya to Blender as all I want once done with it all is to render in blender. You gave me the answer and saved me from a lot of headache. Did not know about the alembic export option. Heard about it but did not know what that is useful for exactly.
Have you tried NodeWangler yet? You don’t have to like, manually connect texture shading anymore, press a shortcut keys and select the texture map and done!
you should use an irradiance volume to handle the eye emission in eevee. I'm no expert when it comes to eevee but I believe it would produce a better effect than using bloom.
Simply put Arnold is "better" (they have the best refractions I've seen) but MAN does it take forever to render and no matter what they say, they still can't do GPU rendering properly. General audience won't notice the difference.
there is a hot key to inport your textures with node wrangler I think it is ctrl shift T. just klick on the principled bsdf and press ctrl shift T then it'll open up the file explorer just select the textures you want and everything should be set up
u can adjust eeve settings like ambient occlution, sreen space reflections and Contact shadows etc. then u can bake your indirect lighting...it will come close to cycles render
EEVEE settings for better realism (my arts teacher would kill me if I say realism instead of naturalism): Enable everything in the render page. Like for example ambient occlusion, Bloom n stuff. For even more accurate results, you might want to get the free SSGI (Screen Space Global Illumination) Addon for Blender.
12:40 you can also make a negative light to get shadows on the other side instead of blasting it with more light.(not physically accurate but good for art) Also, why didn't you enable SSAO?
I've been hesitant to switch from Maya.. I still find animating and modeling easier in maya. With you showing how the combo the two programs to utilize what features they streamline better, makes it more approachable. Blender does make painting easier
hey Sir Wade, btw if you click the princibled BSDF and then ctrl-shift-T (only workes if the nodewrangler addon is enabled) Blender lets you select all your textures and assigns it correctly. Saves years!
A different way to get rid of the background hdri, although I feel like it's cycles-only, is to disable the "camera" ray visibility in the world tab of the properties editor. This just gives a black background instead of the usual transparent one
I would love a tut on how to create walking animation in blender, I've seen tutorials on how to do walk cycles but NEVER a tutorial on how to have a character realistically walk and move at the same time. Preferably I would love to figure out how to do this in blender but a tut in may be helpful as well for reference
What picks movement is blender it self, it will calculate mesh movement if I'm not mistaken, alembic probably dosent store that, anything that moves in blender can have motion blue
Hey, nice tutorial, but you got one thing wrong with the subsurface scattering, to edit the subsurface scattering color you need to edit the vector thing above the subsurface color.
This is really an amazing video. I been looking for this kind of tutorial and no one done it. It will be great if you can do more like this. How to be able to switch between softwares and how to use the best of each one. I been using blender for 4 years and now I started learning maya for animation because of my new work. And this video it helped a lot how to use the process of the switching. Thanks a lot
One month under Blender and i comed back on Maya with V-Ray 5 and Redshift. The Maya UI is better for me for animation tools, quad viewport and UVW unwrap tools, and Blender not loading my blendshape fbx from Maya. And Blender has not the light exclude option so not choice for me to stay on Maya.
Light exclude? Move to a different collection and turn it off, I love blender and I use it for work, but for animation I think it's lacking, I'm not an animator so thats not much for me
When transferring content from one blender file to another, we often use 'Ctrl+C Ctrl+V.' Make sure to run a normal map through a 'Normal Map' or 'Bump' node before putting it in the BSDF input. As an alternative to DoF in Maya (etc), couldn't you use the depth pass to do DoF in compositing?
Turning on the Screen Space Reflection>max roughness - 0.15 And Ambient Occlusion - 1.25m will give better results in eevee. The AO will give a better direct light effect that cycles gives by default.
I'm pretty sure Arnold is way faster at rendering in a production setting. Would be cool with some tests both local machine and on some sort of farm setting.
Blender for you to get your feet wet, the community is huge and you have thousands of free stuff to watch, maya is mostly used in the industry, altho this is changing, try blender, if you feel you don't like it go Maya, you don't need to think 10 years in the future, it's like driving if you learn how to drive a Ford truck you can drive a tesla, just gonna know where to step and what buttons to press
Great tutorial! It's helped me to bring my Blender animations into Maya many times. However, I'm having a problem that hopefully can be answered by either you or one of your viewers (I've scoured the internet for an answer and haven't found anything). I'm using Agora Community's Aang rig. When I import the ABC either in Blender or Maya, the body remains in a static pose while the head is disconnected and jerking around. Everything else animates normally. I've been banging my head against the keyboard trying to figure out why the body mesh just won't export correctly and would appreciate some help on this!
Very annoying when exporting animation as Alembic from Maya to Blender that shader information is lost. It is necessary to re-assign the shader by selecting objects or face. I hope this situation has a solution that I don't know about and I would learn from you🙂
Protip: If you're using cycles to render,instead of increasing samples to decrease noise(which takes forever to render),just enable denoising data channel and use denoise node in the compositer Its way faster
My alienware aurora r11 with 64gb ram, rtx 3080 graphics card, came in last week. I previously had a dell precision mobile workstation 7750 64gb ram, Nvidia quadro p2000 graphics card My 4k render times went from On average of 45 minutes to now 8 minutes and some seconds My 2k render times went from 20+ minutes to 4 minutes and some seconds Any other renders take a minute or less
@@kendarr Break? Never had an issue at all. Way faster than Alembic for materials, and actually brings the rig in, not a bunch of useless meshes. You just need to import the FBX with the proper settings.
Victor is right; on a production you don’t need or want all the rig data after export. More room for error. “Useless” meshes are exactly what you want because, at least in the context of film, each department handles and finishes their own parts of the process. Animators animate the rigs, and then once they export no one else is animating those meshes, so no one else needs the rigging data. FX only needs the meshes, lighting only wants the meshes, etc. CFX may do some deformations, but they won’t use the rig to do it.
@@SirWade Idk, I think it depends on the studio. Sony, yeah. A small studio, with a small team, likely would do it differently. I certainly would. Not saying FBX is the boss, but I don't see where the rig is the issue. I see the data size of Alembic as a big issue for a small studio. If you are rendering in a game engine, you definitely would never use Alembic for characters.
Imagine doing a cutscene for a game in today's engines. Back in the day, these were all just video renders. Today, most of those are rendered in real time, set up in the game, using the actual game assets, or higher poly versions of them. No way in the world would these be vertex animation. The whole point of the rig and vertex weights is to lower the total amount of data the engine has to deal with. Rig animation is tiny, where as vertex animation on a detailed character would be ridiculous. Plus, you eventually have to ship that game to the player. Alembic is just not made for this.
But finally, Which software are you use in the future. Because I'm a beginner, learning animation. Very important you advise and choice for me. Thanks great man :)
Hey there Sir Wade, awesome content as always, I do use both as well in different ways though but do take a look at Animation nodes in Blender too, you are going to love it. Anyway, I know it might be a bit irrelevant but I think many of us would love to know your thoughts on this, I wanted to know your Profesional opinion on the way industry is adopting to motion capture tech and how do you think its going to affect Animators, specially juniors like my self. Ive been working on my Profesional Reel for a few months now and been spending a lot on learning, from Body mechanics to Animation principles and etc, its kind of a dream for me to work with pros in this field, but motion capture scares me, lol, should I be scared? Or should I leave Animation and switch to MC? Would really appreciate your response Love ur content mate.
NO DONT MESS WITH SPECULAR! lol. specular in the Principled BSDF should quite literally never be messed with from its 0.5 value. It's not meant to be used for specular maps. If you have a specular map, you need to add a specular node for that workflow. Principled BSDF is for when you have a metalness map. The specular option in the Principled BSDF is a physical property of the material that for any normal rendering should always be 0.5, regardless of the materials roughness, metalness etc.
HII i have a question if anyone can help... so i added a deformer to the model , jiggle deformer and then i export the alembic to blender the deformer isnt there.
Look for an add-on called hdri Sun aligner, its free and it does exactly that, it creates a sun where the real one, it even auto update if you move the hdri around
Imagine if you need to do several shots which is whenever you import the alembic to Blender you need to re assign the shader again and again. That is not the best way to work with alembic, the better way is to have two different assets, one in maya ( geo with rig ), the other one in blender ( geo with shader and make sure to have the mesh seq modifier attach on the geo ) So whenever you export alembic from maya, you just need to repath the alembic path in blender, no shader re assign :) Another better way I think is to use usd, but unfortunately blender only support exporting usd and not reading it, perhaps in the future it will be supported.
Arnold is one of the easiest engines to set up imo. There are more complicated ones like Mantra or Renderman. But one thing I could agree with you that Arnold is very very slow.
Hopefully you stuck around until the end for the final renders, comparisons, and benchmarks! Did the results surprise you? And what will you do with that emission node trick? :D
gfddfg
make one , blender to maya workflow , cuz i tried it just doesnt looks same as blender
What's even more fun is to connect the emission into the volume society and leave the surface empty. You can play around a lot with that
Emmision material works in evee if you add sun light to scene
I saw that you are using default color space for normal and specular map, but as far as i know you need to set color space to non-color for all the maps except the diffuse map for the maps to work correctly
You can also play around with light sources in eevee like Contact Shadows and Radius of those lights, it can come very close to Cycles
But it will not come close to cycles even if you tweak the settings
Sir you should have used node wrangler and click the shortcut shift + ctrl + t with principled bsdf selected and just locate all the textures
Ctr shift t? Or is this the same
isn't it ctrl+t or its different?
@@JaKlaro same same
@@Mark-lr9pb ctrl+t with image texture selected gives mapping and texture coordinates nodes. ctrl + t with nothing selected give IMG texture + mapping + texture coordinates. CTRL + Shift + T with the Principled BSDF will automatically set up all the textures required. you just need to locate the textures
@@JaKlaro ctrl+t with image texture selected gives mapping and texture coordinates nodes. ctrl + t with nothing selected give IMG texture + mapping + texture coordinates. CTRL + Shift + T with the Principled BSDF will automatically set up all the textures required. you just need to locate the textures
In normal map, roughness, metalic, ect. except the base color
you need to change sRGB to non-color data
Very important and often glossed over
I really don't get why they made it so that you'd have to do that.
Why can't blender automatically decide how to use the color data?
@@pauliusmscichauskas558 why would it do that?
@@spaceman-pe5je So the user wouldn't have to make that extra step, which should be all automatic. Blender, If it's a grayscale image, used to feed roughness value, read is as so, don't make me tell you obvious things!
@@pauliusmscichauskas558 the issue is that one does not always feed a grayscale image into a roughness input. one could have a grayscale image that goes through many other nodes before going into the shader input, or it could be multiple images mixed together, etc. other programs require the same thing of specifying sRGB, non color etc. its a non issue.
"I'm not like Blender Guru... That's someone else's channel"
still I nice call out to them.
Andrew's gonna love it
I love how 90% of the comments are suggestions on improving this video
My community is helpful
In blender, you can quickly set up the node tree by enabling the "node wrangler" add-on, selecting the "Principled BSDF" node, Ctrl-Shift-T, and then selecting all textures (base, normal, bump...) at once. This should fully set up the tree automatically
**Important Note!!**
When you use Normal Maps in Blender: On the Image Texture node, make sure you set the texture color space to "Non-Color", not "sRGB", so that your normal map data is interpreted as data, and not as sRGB colour data. sRGB colour space transformation applied to a normal map will totally screw with your normal maps. You should do this for all texture nodes that are communicating data and not colour.
I watch whenever blender comes back on any video!
Literally 35 seconds in:
*Laughs*
SirWade: "Dont laugh"
*Coughs on food*
😆
Easyer texture import: enable node wrangler (everyone should use it) and select a shader. With strg + shift + T you yjust select all the maps you want and the add on conects everything vor you.
Nice video , but you really should do some things
Turn on ambient occlusion and screen space reflection on eevee render settings , that would give a lot and a loooot better result
Turn on adaptive sampling on cycpes render settings , that would cut your render time the half maybe , will reduce a lot , really like your content, thanks
If you turn on the node wrangler addon in blender, when adding textures to the shader you can just select the bsdf shader, press ctrl+shift+T and in the file window that pops up shift+select all of the textures you want and hit apply and it sets them all up correctly for you, then you js have to tweak it to your preference.
Oh and on Windows the blender Temp folder (tmp) is right on the C: drive by default not in any directory, just C:\tmp or however you are meant to present it
9:36 You can use the Emission from the Principled BSDF, just connect a [RGB node] and a [Value node] -> to a [MixRGB] node, put the MixRGB node to Multiply and set Fac to a value of 1. In Blender 2.92 + they have added a Emission Strenght field.
Calling Arnold just a "good" renderer is a huge understatement. There is a reason, why it's used in the industry and it's production proven. And there are literally 4 settings you have to adjust. Diffuse Samples, Reflection Samples, Refraction Samples and SSS samples.
wade, if you enabled node wrangler addon and tab shift+ctrl+t in the shader editor with principled selected. When windows pops up you only need to select all textures that your shader are made of. And blender configures all for you
Sir Wade I use Blender and the thing I found out is blender is great for Modelling, Sculpting, Rendering and Maybe Texturing and Maybe Lighting but Maya is great like one of the best for animation. Cause even thought I love blender I would love to get Maya for animation but I cant afford it and my computer is too slow to handle it. Anyways an amazing video as always love your vids
Blender just announced they are going to add that animation cache stuff in 2021, it's so weird every time I get to know something very important is still missing from blender, but I'm very happy they are catching up.
Emission works with eevee too, just check bloom in the render properties
Huge thank you! Will use it for my future reels.
For importing Specular maps, Normal maps and all that kind of stuff, press CTRL + SHIFT + T (Node Wrangler Addon must be enabled) and select all the images in the file manager that opened up. The Node Wrangler Addon will take care of the rest. You might need to tweak the intensity of the Normal map or stuff like that.
5:50
Blender Interface > Edit > Preferences > Add-Ons > Search ( Node Wrangler ) > Check Box > Select the part you want to apply the texture to > shading > new material > select principled BSDF > Ctrl + Shift + T > select all the textures associated with the body part you select > Enter
Congratulations, you just saved 2 minutes of your time to 5 seconds
needed this! i quite like arnold as a renderer but it is pretty slow especially on my machine so i've been looking to switch to cycles/eevee for rendering
I was scratching my head on how to get the data from Maya to Blender as all I want once done with it all is to render in blender. You gave me the answer and saved me from a lot of headache. Did not know about the alembic export option. Heard about it but did not know what that is useful for exactly.
you killed this video-- is there a video on Maya UV wrapping and retopo into blender?
okay enough animation let's talk about nap tutorials
Have you tried NodeWangler yet? You don’t have to like, manually connect texture shading anymore, press a shortcut keys and select the texture map and done!
you should use an irradiance volume to handle the eye emission in eevee. I'm no expert when it comes to eevee but I believe it would produce a better effect than using bloom.
Yes but you need rebake every frame if I'm not mistaken
do Arnold vs Cycles comparison please .
Simply put Arnold is "better" (they have the best refractions I've seen) but MAN does it take forever to render and no matter what they say, they still can't do GPU rendering properly. General audience won't notice the difference.
For eevee to make emissions look much better enable bloom in the render settings, MUCH BETTER
there is a hot key to inport your textures with node wrangler I think it is ctrl shift T. just klick on the principled bsdf and press ctrl shift T then it'll open up the file explorer just select the textures you want and everything should be set up
When you can’t afford maya (me, a sentient being)
What did you use before Arnold was put into maya? As you said Maya Software Renderer is not a (usable) thing, so did you just playblast everything?
Probably Mental Ray? Was discontinued a few years back though.
Playblasts were all I ever really needed before, I strongly disliked mental ray :P
@@Bl1tzkriegx Ah, the good old days of Mental Ray....lol. I hated it with a burning passion.
Ambience will also help with the light in the scene without extra light source
u can adjust eeve settings like ambient occlution, sreen space reflections and Contact shadows etc. then u can bake your indirect lighting...it will come close to cycles render
EEVEE settings for better realism (my arts teacher would kill me if I say realism instead of naturalism): Enable everything in the render page. Like for example ambient occlusion, Bloom n stuff. For even more accurate results, you might want to get the free SSGI (Screen Space Global Illumination) Addon for Blender.
Remember tu use the command Ctrl+T, while selecting the BSDF node and it will import and connect all the image textures, displacement, roughness, etc
12:40 you can also make a negative light to get shadows on the other side instead of blasting it with more light.(not physically accurate but good for art)
Also, why didn't you enable SSAO?
I've been hesitant to switch from Maya.. I still find animating and modeling easier in maya. With you showing how the combo the two programs to utilize what features they streamline better, makes it more approachable. Blender does make painting easier
I'm angry Sir Wade hasn't linked Luna's Channel, I want to watch her nap tutorials.
hey Sir Wade, btw if you click the princibled BSDF and then ctrl-shift-T (only workes if the nodewrangler addon is enabled) Blender lets you select all your textures and assigns it correctly.
Saves years!
A different way to get rid of the background hdri, although I feel like it's cycles-only, is to disable the "camera" ray visibility in the world tab of the properties editor. This just gives a black background instead of the usual transparent one
For cycles I think you just disable background and if you export a png itgives it alpha information, for eevee I can’t remember
Add an Irradiance Volume (on eevee) to calculate direct and indirect lighting from the HDR instead of the area lights :3
beautiful
this is great - thanks for explaining!!!!!
I would love a tut on how to create walking animation in blender, I've seen tutorials on how to do walk cycles but NEVER a tutorial on how to have a character realistically walk and move at the same time. Preferably I would love to figure out how to do this in blender but a tut in may be helpful as well for reference
Try using reference or getting an app that allows you to capture movement information, 1st method is better
Bye Luna! Great video as always. Was surprised how much motion blur added but I suppose that makes sense.
How does motion blur work if the alembic file just stores each mesh separately? Does it store the movement vector somehow?
What picks movement is blender it self, it will calculate mesh movement if I'm not mistaken, alembic probably dosent store that, anything that moves in blender can have motion blue
@@kendarr huh, I guess if the verts are still in the same order and everything the vector can be calculated. Neat!
I'm just patiently waiting for you to admit blender is the best
For animation in especific its not 100%, I feel like everything else is 200% but animation is still lacking a bit
@@kendarr I suppose blender is kind of like the college student and maya is the overrated graduate
Hey, nice tutorial, but you got one thing wrong with the subsurface scattering, to edit the subsurface scattering color you need to edit the vector thing above the subsurface color.
Yeah, but luckily he's shading skin which is already set to redish
@@kendarr yeah, besides, that's just kinda bad design on blenders part
@@ksaw3212 right? It dosent make sense to me either
I am using autodesk Maya, photoshop and Unreal Engine 5 at college for my game development course
This is really an amazing video. I been looking for this kind of tutorial and no one done it. It will be great if you can do more like this. How to be able to switch between softwares and how to use the best of each one. I been using blender for 4 years and now I started learning maya for animation because of my new work. And this video it helped a lot how to use the process of the switching. Thanks a lot
One month under Blender and i comed back on Maya with V-Ray 5 and Redshift. The Maya UI is better for me for animation tools, quad viewport and UVW unwrap tools, and Blender not loading my blendshape fbx from Maya. And Blender has not the light exclude option so not choice for me to stay on Maya.
Light exclude? Move to a different collection and turn it off, I love blender and I use it for work, but for animation I think it's lacking, I'm not an animator so thats not much for me
Sir Wade has abolished 3D Software Racism right here. ❤️
You, sir, have married two very opposite poles of the Content Creation industry.
When transferring content from one blender file to another, we often use 'Ctrl+C Ctrl+V.'
Make sure to run a normal map through a 'Normal Map' or 'Bump' node before putting it in the BSDF input.
As an alternative to DoF in Maya (etc), couldn't you use the depth pass to do DoF in compositing?
Does alembic also carry over the hair or is a hair system always treated as a separate pass?
If you would do a donut, then you could be also Blender Guru. 🤣
Hi, are those render times for 1 frame or for 40 frames? 🤗
Because if its for 40 frames, thats awesome render times 💪
40 frames!
@@SirWade Damn 🤯, I cant wait to get my hands on 3090 gpu, its arriving next week. Currently upgrading from gtx 1070. Excited 😊🎉
She is a queen.
Turning on the Screen Space Reflection>max roughness - 0.15
And Ambient Occlusion - 1.25m will give better results in eevee. The AO will give a better direct light effect that cycles gives by default.
I'm pretty sure Arnold is way faster at rendering in a production setting. Would be cool with some tests both local machine and on some sort of farm setting.
theres a free tier blender octane edition and luxcore render for blender thats a few more options for render engines
I can't seem to texture or make any changes to the mesh that has animation in it, do you know what causes the problem here? Thanks alot.
Sir when you turn on viewport denoising , crank the start sample from 1 to 32(it will be just below it)
He knows that, he has a 3090, it can handle it, it hurts my heart too
With node wrangler addon(build in) you can set the shader easly
Awesome
Hallo bro. For beginners, maya or blender?
Depends on what your end goal is.
Thanks
Blender for you to get your feet wet, the community is huge and you have thousands of free stuff to watch, maya is mostly used in the industry, altho this is changing, try blender, if you feel you don't like it go Maya, you don't need to think 10 years in the future, it's like driving if you learn how to drive a Ford truck you can drive a tesla, just gonna know where to step and what buttons to press
@@kendarr thanks buddy
what about maya hair to blender?
Probably not going to work at all, different particle sys but I never tried it
@@kendarr yeah i know , wish it could work. hair is so hard in blender
Great tutorial! It's helped me to bring my Blender animations into Maya many times.
However, I'm having a problem that hopefully can be answered by either you or one of your viewers (I've scoured the internet for an answer and haven't found anything).
I'm using Agora Community's Aang rig. When I import the ABC either in Blender or Maya, the body remains in a static pose while the head is disconnected and jerking around. Everything else animates normally.
I've been banging my head against the keyboard trying to figure out why the body mesh just won't export correctly and would appreciate some help on this!
in eevee you can get same results as cycles with irradicance volume
Is there a way to take a maya rig and import it into blender to animate?
Hi, my allembic export is not working bc of an ancestor relation ship, how can i fix it? ='(
Very annoying when exporting animation as Alembic from Maya to Blender that shader information is lost. It is necessary to re-assign the shader by selecting objects or face. I hope this situation has a solution that I don't know about and I would learn from you🙂
Protip:
If you're using cycles to render,instead of increasing samples to decrease noise(which takes forever to render),just enable denoising data channel and use denoise node in the compositer
Its way faster
Compare Appleseed and Lux Core
Wow I never knew blender was the only one with emission node
I think its not the only, but its the easier to work with
I hope you were using OptiX with that 3090
He is
YOOOOO YOO you need a small tip class about shading in blender.
Play blasts in blender look good also.
My alienware aurora r11 with 64gb ram, rtx 3080 graphics card, came in last week.
I previously had a dell precision mobile workstation 7750 64gb ram, Nvidia quadro p2000 graphics card
My 4k render times went from
On average of 45 minutes to now 8 minutes and some seconds
My 2k render times went from 20+ minutes to 4 minutes and some seconds
Any other renders take a minute or less
Nice dude, I just got a new rig, I know your feeling
Just noting, FBX can include materials, and all animation takes.
It can, but from my experience, its easy to break the rig or materials with it, that's something you can't have on actual production
@@kendarr Break? Never had an issue at all. Way faster than Alembic for materials, and actually brings the rig in, not a bunch of useless meshes. You just need to import the FBX with the proper settings.
Victor is right; on a production you don’t need or want all the rig data after export. More room for error. “Useless” meshes are exactly what you want because, at least in the context of film, each department handles and finishes their own parts of the process. Animators animate the rigs, and then once they export no one else is animating those meshes, so no one else needs the rigging data. FX only needs the meshes, lighting only wants the meshes, etc. CFX may do some deformations, but they won’t use the rig to do it.
@@SirWade Idk, I think it depends on the studio. Sony, yeah. A small studio, with a small team, likely would do it differently. I certainly would. Not saying FBX is the boss, but I don't see where the rig is the issue. I see the data size of Alembic as a big issue for a small studio. If you are rendering in a game engine, you definitely would never use Alembic for characters.
Imagine doing a cutscene for a game in today's engines. Back in the day, these were all just video renders. Today, most of those are rendered in real time, set up in the game, using the actual game assets, or higher poly versions of them. No way in the world would these be vertex animation. The whole point of the rig and vertex weights is to lower the total amount of data the engine has to deal with. Rig animation is tiny, where as vertex animation on a detailed character would be ridiculous. Plus, you eventually have to ship that game to the player. Alembic is just not made for this.
Why don’t you just select the principled BSDF and go ctrl shift T
It’ll do most of your texturing work
yes! this is super helpful when i discovered that. most of the time, i'll just need to tweak the displacement/height setting n that's it
node-wrangler addon activated, ctrl shift T , import all textures for principled shader.
But finally, Which software are you use in the future. Because I'm a beginner, learning animation. Very important you advise and choice for me. Thanks great man :)
Animation in the mornin
There is an cycles addon for maya maybe try install it?
Hey there Sir Wade, awesome content as always, I do use both as well in different ways though but do take a look at Animation nodes in Blender too, you are going to love it.
Anyway, I know it might be a bit irrelevant but I think many of us would love to know your thoughts on this, I wanted to know your Profesional opinion on the way industry is adopting to motion capture tech and how do you think its going to affect Animators, specially juniors like my self.
Ive been working on my Profesional Reel for a few months now and been spending a lot on learning, from Body mechanics to Animation principles and etc, its kind of a dream for me to work with pros in this field, but motion capture scares me, lol, should I be scared? Or should I leave Animation and switch to MC?
Would really appreciate your response
Love ur content mate.
NO DONT MESS WITH SPECULAR! lol. specular in the Principled BSDF should quite literally never be messed with from its 0.5 value. It's not meant to be used for specular maps. If you have a specular map, you need to add a specular node for that workflow. Principled BSDF is for when you have a metalness map.
The specular option in the Principled BSDF is a physical property of the material that for any normal rendering should always be 0.5, regardless of the materials roughness, metalness etc.
how can i display animation keys in blender?
7:47 Simpson Thor ?
Rendering a 3min video 4K 60Fps, 8 hours with Eevee and 2 years with Cycle... The choice is kinda easy to make.
HII i have a question if anyone can help...
so i added a deformer to the model , jiggle deformer and then i export the alembic to blender the deformer isnt there.
plz tell me how to get direct lighting with an hdri
You can't i'm afraid, professionals add a sun or else and align it with the hdri. Hope it helps!
Look for an add-on called hdri Sun aligner, its free and it does exactly that, it creates a sun where the real one, it even auto update if you move the hdri around
@@kendarr Hey thank you! didn't about this one! =D
@@kendarr Thanks! do i just look on github?
Imagine if you need to do several shots which is whenever you import the alembic to Blender you need to re assign the shader again and again. That is not the best way to work with alembic, the better way is to have two different assets, one in maya ( geo with rig ), the other one in blender ( geo with shader and make sure to have the mesh seq modifier attach on the geo )
So whenever you export alembic from maya, you just need to repath the alembic path in blender, no shader re assign :)
Another better way I think is to use usd, but unfortunately blender only support exporting usd and not reading it, perhaps in the future it will be supported.
So after all they were right. Elvis is alive.
Arnold stopped improving on speed when Autodesk bought it. Autodesk ruins things they buy.
Eevee does the job!! lol
Arnold is one of the easiest engines to set up imo. There are more complicated ones like Mantra or Renderman. But one thing I could agree with you that Arnold is very very slow.
Did you use Optix Denoiser in Cycles? (For rendering)
What do you use nvidia open denoise or the other one?
@@peterdagrape I use Nvidia Denoiser